Rev |
Age |
Author |
Path |
Log message |
Diff |
305 |
4529d 4h |
leod |
/highres/ |
JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png) |
|
304 |
4529d 5h |
leod |
/highres/textures/ |
Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch. |
|
303 |
4529d 6h |
leod |
/highres/ |
More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png) |
|
302 |
4529d 15h |
leod |
/highres/textures/ |
fix case of 1151 #2 |
|
301 |
4529d 15h |
leod |
/highres/textures/ |
fix case of 1151 #1 |
|
300 |
4529d 15h |
leod |
/highres/ |
First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png) |
|
298 |
4530d 18h |
devastator |
/highres/ |
added 1139 1151 Dif Nrm Spec |
|
295 |
4548d 16h |
spiker |
/highres/ |
281 |
|
294 |
4549d 9h |
spiker |
/highres/ |
Added 4266 |
|
292 |
4551d 15h |
nightfright |
/ |
Revised: Rotation correction for models (by Tea Monster) / revised: full maphacks revision / added: 707/708 pal7 (re-added because autotint won't work) |
|
288 |
4566d 20h |
h266 |
/highres/textures/ |
Revise #336-338 (water texture) from the original JPEGs to remove artifacts while maintaining the integrity of the texture.
I originally did this in 2009 but the process caused subtle differences in the texture, and it did not solve the issue of artifacts in the very dark shades between the highlights. This time I used two Selective Gaussian Blur passes in GIMP, one on highlights and one on the dark gaps, with settings so that it blended away artifacts without causing any noticeable change to the artwork that I could detect. |
|
287 |
4596d 9h |
spiker |
/highres/ |
|
|
286 |
4601d 20h |
spiker |
/highres/ |
4154 |
|
285 |
4628d 8h |
nightfright |
/ |
Reverted to previous versions: 341-343 |
|
283 |
4684d 20h |
spiker |
/highres/ |
|
|
281 |
4687d 20h |
nightfright |
/ |
Modified: #341, 343 |
|
280 |
4694d 21h |
nightfright |
/ |
Modified: #342, 343, 821, 916, 917 |
|
278 |
4743d 8h |
loomsday |
/highres/ |
#369 polymerized + #797 recreated |
|
276 |
4751d 12h |
spiker |
/highres/ |
|
|
274 |
4760d 9h |
loomsday |
/highres/ |
polyTile #367 |
|
273 |
4760d 11h |
spiker |
/highres/ |
885 polymerized |
|
272 |
4760d 15h |
spiker |
/highres/textures/ |
|
|
271 |
4760d 15h |
spiker |
/highres/ |
- new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water. |
|
270 |
4761d 11h |
spiker |
/highres/ |
Content by Lightsource |
|
269 |
4763d 12h |
loomsday |
/highres/ |
polymerTile #318 |
|
268 |
4764d 11h |
loomsday |
/highres/ |
polymer-ed tile #317 |
|
266 |
4775d 9h |
loomsday |
/highres/ |
#371 polymerized, #152 glow added |
|
265 |
4778d 23h |
spiker |
/highres/ |
Fixes some broken normal maps |
|
264 |
4797d 19h |
nightfright |
/ |
Added: Widescreen versions for #2492, 2493, 3240, 3245, 3281, 3292, 3293 (by L.D. Simone, for future usage); Updated: #84 (new BIGORBIT skybox front by L.D. Simone), 735, 2492 (by L.D. Simone) |
|
263 |
4803d 15h |
nightfright |
/ |
Updated: #821, 1189, 2493 |
|
261 |
4824d 10h |
nightfright |
/ |
Updated: #707, 708, 2502, 2503; Removed: #757 (pal24) |
|
259 |
4827d 21h |
nightfright |
/ |
Updated: #757, E1L3.mhk (new Polymer spotlights by Micky C) |
|
257 |
4833d 10h |
parkar |
/ |
Added installer source. |
|
237 |
4868d 16h |
devastator |
/highres/ |
349 and 454 diffuse update |
|
234 |
4874d 15h |
devastator |
/highres/ |
333-334 Tentacles embracing |
|
233 |
4874d 19h |
devastator |
/highres/ |
Remade 344 for future tentacle embracing. |
|
229 |
4878d 9h |
nightfright |
/ |
Re-added (after rename): 249_d, 250_d/s, 746_n/s |
|
228 |
4878d 9h |
nightfright |
/highres/textures/ |
Deleted for renaming: 249_D, 250_D/S, 746_N/S |
|
227 |
4878d 9h |
nightfright |
/ |
Updated: #49 (shotgun ammo pickup), Fixed: #146 (multiswitch) |
|
226 |
4878d 10h |
devastator |
/highres/ |
1140 embracing set for japanese paper-walls |
|